Throughout the game, there are cutscenes of the player sleeping and having Force visions to further the plot. This mod fixes two things about those scenes that bothered me.
First, the first of these scenes is supposed to happen in the party's apartment on Taris, but is quite clearly set on the Ebon Hawk like all the other scenes. I've edited the area used for the visions to put in a copy of the apartment to make the location consistent.
Second, the scenes show the player wearing whatever item they happened to have equipped when the scene started. So the player would routinely sleep in their clothing, even armor. I've edited the cutscene scripts to remove the player's equipment for the duration of the vision.

This mod replaces the Jedi robes worn by the player and many NPCs with a more iconic, cloaked one based on a model from K2. I've made some fixes to the model and made new textures both to improve the quality and fit into the game more smoothly.
There are two texture options: 100% Brown or Brown-Red-Blue. The Brown-Red-Blue textures maintain the color scheme of the K1 Jedi Robes. The 100% Brown textures look more like K2 textures, with different (brown) designs for the Jedi robes instead of different colors. Dark Jedi robes, of course, are always black.
Both styles come with or without gloves for your player character. If you choose a gloveless option, your hands will be bare and match your usual skin tone. NPCs will still wear gloves.
I've included most of these assets as a mod resource that can be found here.

This mod makes some alterations to the arena in the Taris Upper City cantina. The primary change is the removal of the original low quality crowd sprites. In the vanilla game these are VFX nodes. It appears that Bioware's original intention was for these to be animated, but that was likely disabled due to performance issues on the Xbox. Subsequently, most of the sprites are lacking arms. Another issue is the scaling. The sprites are completely out of scale with the rest of the game world, appearing to be about half the height of an average human. This was possibly an attempt to skew the perspective, an attempt to make the arena look bigger than it actually is. The original sprites have been completely removed in favour of better quality crowd sprites ported from The Old Republic. Additionally, the bays housing the crowd have been resized in order to fit proper human-sized figures. To comply with recent local ordinance changes, transparisteel safety screens have been fitted for the crowd’s protection. Other minor changes include some texture swaps on the roof section and a dummy door model to hide some unsightly fog on the original.
Additionally, players participating in duels should now correctly face their opponent, and give an alignment-specific emote when they are announced. Opponents will now politely wait until their name is announced before giving their little fist pump. After some complaints by their union about a lack of proper medical services, defeated opponents are now healed back to full health post-match rather than being left to limp around. The view screens in the cantina have been upgraded to have a dynamic display of the current arena rankings. These will change as the player progresses up the ranks. The placeable computer screens have all had their positions adjusted so that they properly contact the walls they are supposed to be mounted to, and to align them with one another. Ajuur the Hutt’s dialogue has also had some minor surgery performed on it, to better deal with player and party positioning. Carth should now properly face Ajuur and the player during his relevant interjections, and won't be replying from across the room.
N.B. - Because alterations are made to the module's GIT file, the mod requires a save before entering the Upper City cantina for the first time. It is thus best suited for a new game. If you load a save after having entered, none of the screens will line up properly with the computer placeables.
Known Issues:
The initial v1.0 of the mod used a version of TSLPatcher with a bug that caused it to incorrectly repack the MOD file, losing some scripts. For anyone that installed that version, please download and install the additional patch. It is safe to use this patch even if you installed a later version over the top, as it only reinstates the missing vanilla scripts.
During the beginning of a duel you may briefly see the PC in a frozen pose. I have not been able to figure out the cause, but it appears to be a direct consequence of the measures taken to force the proper facing.
If you initiate a conversation with Ajuur while the party is standing in the corner with the medpac bin, you will likely see them jump out of frame as they are moved to their now scripted fixed positions directly in front of the Hutt. That's an unfortunate consequence of the way it was handled, but the camera angle should mask the transition from pretty much anywhere else.
While opponents are now healed after a match, I forgot to edit the script for the initial cutscene match between Duncan and Gerlon, so Duncan won't be healed until the start of his match against the player. I'll fix that in a future update.
Acknowledgements
Thanks to @bead-v for MDLEdit
Thanks to @ndix UR for TGA2TPC
Special thanks to @JCarter426 for helping with some scripting, particularly extended troubleshooting of the Ajuur party positioning script
Thanks to @Salk for alerting me to the TSLPatcher problem with v1.0
Thanks to @A Future Pilot for pointing me to the fixed version of TSLPatcher
Some screenshots feature @Sithspecter's High Quality Blasters
The video features @ndix UR's KOTOR High Resolution Menus
Crowd and glass textures ported from The Old Republic MMO

This mod adds a new fat commoner male model, ported from The Old Republic MMO. It replaces the generic appearance used by Handon Guld on Dantooine, who, judging by the dialogue he is involved with, was originally intended to be an overweight character.
Additionally, there are several other changes that have been made to the Calder Nettic murder investigation sequence:
Handon now sports an injured idle animation to conform to dialogue mentioning he is holding his injured side
Two erroneous fades to black in penultimate dialogue lines have been removed
When the player solely accuses either Handon or Rickard, the other will now run off after being given permission to leave rather than standing around
Master Bolook has had his appearance changed to a green Twi’lek to match one of Rickard’s lines of dialogue referring to him as a “green-skinned nerfherder” (apparently he was green in the original Xbox version, but was changed to orange for the PC version)
N.B. - You will need to load a save prior to entering the Dantooine Grove for the first time in order for this mod to take full effect.
Acknowledgements:
This mod was inspired by Merkuri22's episode of her "KOTOR 1 Experience" series dealing with this quest
Very special thanks to @JCarter426 for writing the custom scripts and doing lots of troubleshooting to get them working correctly
Thanks to @bead-v for KOTORMax and MDLEdit
Thanks to @ndix UR for TGA2TPC and normal map normalizer tool
Original models and textures ported from The Old Republic MMO
Thanks to zaramot on the Xentax forums for the TOR GR2 Max import script

I haven't been doing much modding over the last couple weeks because I've been working on this instead:
It's a fully-functional user-defined language for Notepad++. It has syntax highlighting and auto-completion based on all the terms found in nwscript.nss. I've done all my coding over the last ten years with Notepad - the regular one - with none of these features, so I think it's pretty cool to have now.
(The code I typed is garbage, though. I was just putting stuff down to show a few of the features and I forgot to assign the command to an object.)

Security spikes are disposable items that give the player a temporary boost to their Security skill when activated, helping them pick more difficult locks. At least, that's how it's supposed to be. That's how they work on the Xbox version, and in KOTOR 2, but security spikes don't actually do anything at all on the PC version of KOTOR 1.
The cause seems to be some sort of bug in the GUI that prevents security spikes from ever appearing in their intended slot. So when interacting with a door, there isn't an option to scroll from the Security skill to security spikes, as there is in KOTOR 2. The GUI was changed for the port from Xbox to PC, and security spikes probably got left out due to oversight. I couldn't find any way to resolve the issue, though, so I came up with two alternative options.
Option A
Option A replicates the security spikes' intended function as best as I could manage. They’ve been given an activate item property and appear in the non-medical item slot (along with stimulants and shields).
When a character activates a security spike, they receive a temporary boost to their Security skill and proceed to unlock the nearest door or container. Apart from the boost, the skill check for the lock is the same as usual: 1d20 + Security vs. the lock’s DC. Security spikes are single-use and discarded whether the character succeeds in picking the lock or not; however, they are not used up if the attempt was impossible – if there wasn’t anything in range or the lock required a special keycard, for example. Regular security tunnelers grant a +5 bonus and security spike tunnelers grant a +10 bonus.
Option B
Option B removes security spikes from the game, replacing them with credits. The value is equivalent to the most you could get from selling the original security spike items to a merchant. Mission’s ability to create security spikes on the Ebon Hawk is removed.

Good afternoon. I worked very long on these textures. I can call them one of the best of my works. The archive contains 2 textures: the texture of the woman's form and the shape of the man. The resolution of the textures is 2048X2048. This resolution allows you to carefully draw each piece of equipment. Attention was paid to everything: rivets, buckles, shadows, cloth, chevrons. Enjoy.

Short story: Repeating blasters were originally intended to give the user an additional attack in every round of combat (like twin-blade melee weapons do). This mod implements that effect. I.e. a character without force speed would normally do 1 attack when using a repeater, 2 when using rapid shot as well. Now, 2 attacks will be done when using the default attack and 3 when using rapid shot.
Long story: After investigating in 2015 what could be the reason for repeaters costing more (500 vs 300) credits while having a worse crit range (5% vs 10%) than blaster rifles while having no advantage whatsoever, I found out that repeaters were originally intended to give the user an additional attack per round, sort of making them the double-blades of the blasters. Sadly, this was never implemented, as one internal item comment even comments on. I didn't know enough about scripting back then and quickly lost interest in fixing this. But now, more than 3 years later, it's finally fixed via scripting, placing the required code in the k_ai_master script.
Known issues: Due to hardcoded mechanics, power blast can never do more than 1 attack, and sniper shot never more than 2. Normal attack appears to usually only do 2, but may rarely do 3 when using force speed as well. Sadly, these cannot be changed without access to the game code.
Compatible with any mod that does not edit the k_ai_master.ncs file, and incompatible with any that does. (However, it is easy for any modder to add the compatibility, source is included.)

Some more robe progress:
There are ten texture variants for the K2 version. Half are done, and the other half is on the way. I've finished the basic recreation of them all, but that was only the first step. A lot of them need additional fine-tuning. For example, the Dark Jedi Knight robe was misaligned; part of the robe was shifted up a few pixels, compared to the other variants. I also thought the cloaks on a few textures looked washed out, so I fiddled with the levels to give them better contrast. But the biggest changes I've had to make were for Jolee's robe because the original just did not look like Jolee at all.
Fortunately, the rest don't have to be replaced almost from scratch like that one. Jolee's robe is the only unique robe that uses that model rather than the master robe model. Just little changes - the fine tuning - are needed for the final five textures. The only thing slowing me down is my motivation. That's the sort of thing I can spend forever fussing over, and in fact I'm still not totally happy with the Jolee texture and might go back to it later. Anyway, the K2 version is coming... eventually.

Start as you mean to go on. For KOTOR, that apparently means leave lots of holes in your level geometry. This mod plugs some gaps in the hull of the Endar Spire, and fixes a few UV issues.
Fixes:
Plugs two strips that run along either side of the dead-end corridor on the Command Deck that are open to space. These are hard to see, but noticeable just above the windows in this section. Additionally, an alteration to the model's hierarchy was made so that the light strips now correctly animate.
Removes an extraneous strip of mesh that was causing z-fighting issues (i.e. flickering) in the central corridor where the Jedi vs Sith fight occurs.
Plugs two gaps in the room just before the escape pods in the Starboard Section. Additionally adjusts the lightmap UVs to remove a light bloom that occurred during baking due to the offset geometry.
Fills some holes in the forked section of corridor in the Starboard Section just before the escape pod room. Also fixes some flipped UVs causing inverted wall trim textures in this area.
Corrects some misaligned polys in an inset panel in the end wall of the escape pod room in the Starboard Section. Also adjusts the lightmap UVs of said polys to correct their baked lighting.
Fixes some UVs causing inverted wall panel textures in a couple of corridor sections on both the Command Deck and Starboard Section.
Installation:
Simply copy the model files across to your Override folder
Acknowledgements:
Thanks to @JCarter426 for initially hunting down these holes and pointing them out to me
Thanks to @ebmar for finding a number of additional issues
Thanks to @bead-v for KOTORMax and MDLEdit

There are so-called "lite" alien models that are of lesser quality than most other models in the game. These include the Quarren and Gran species. Both aliens feature more prominently in the sequel and their models were given an overhaul. This mod ports the K2 versions of the models back to K1, improving the quality of models and creating a more consistent aesthetic.

This mod adjusts the way the player acquires Jedi robes during their training on Dantooine. There are two parts, which can be installed individually or together:
Apprentice Robes:
The player will be equipped with Apprentice Robes as soon as they begin their training (in the montage). The Apprentice Robes look like brown Jedi Robes, but have the stats of Basic Clothing, so this is merely an aesthetic change. These robes have no prerequisites and can be worn by all humanoids in the party, regardless of Jedi class.
Early Jedi Robes:
Master Zhar will reward the player with Jedi Robes once they have chosen their Jedi class and constructed their lightsaber (i.e. as soon as they have the prerequisite to equip robes). Originally, he only granted them after all the trials were completed. The early access will allow you to wear robes in combat during the final trial.

This mod adds proper ears to male Twi'lek heads in KOTOR I.
In the vanilla game, male Twi'lek heads had no geometry for ears, leaving them as flat textures on the head. For every other head in the game that has ears, those ears stick out. After noticing this inconsistency, I decided to take a shot at fixing it. This mod makes an additional adjustment by fixing the eyelid origins, so that they no longer clip through the face when blinking.
It may be a small-scale change, but given the frequency of Twi'lek NPCs, it's a nice visual improvement that keeps consistency with other character models in the game.
There's also a KOTOR II version available here.
Installation & Uninstallation
To install this mod, drag the files located in "Override" to the Override folder located in your game's directory. If prompted, select replace, although you might want to back up any pre-existing duplicates beforehand.
To uninstall this mod, delete the files from the Override folder located in your game's directory. There's a list of files included in the download's readme.txt for reference.
Compatibility & Known Issues
This mod should be compatible with any other mod as long as they don't override the same files. Any Twi'lek male retexture mods should also work fine with this installed.
Known issues: None as of this version's release.
Credits
Fred Tetra, Kotor Tool
bead-v, MDLedit
Fair Strides, MDLOps
Symmetric, Purifier, & ndix UR; KotOR Blender
Blender Foundation, Blender
Major thanks to the KOTOR community for the passion & dedication that keeps these games alive.
Disclaimer
This mod is not supported by LucasArts, BioWare, or Obsidian Entertainment. It is for personal usage only & intends no copyright infringement.
Contact me on DeadlyStream or via Discord (listed on my DS profile) if you have any questions, comments, suggestions, or the like.
If you want to use this mod as a part of an external work, please reach out to me & ask for my permission first. If I give the go-ahead, just make sure to give the proper crediting.

This mod replaces K1's vanilla static swoop monitor with TSL ported swoop monitor with added animations on its screen.
# Background #
Lately I have been attempting few porting stuffs between TSL to K1 and then wondered "can PLC_xx be ported?" and the answer is here.
# About this Mod #
Inside this mod are:
One TSL ported swoop monitor model: plc_swscreen MDL/MDX
One TSL ported swoop monitor texture in TPC format: TSL_SwpMntr
One custom made 11 frames-animated swoop screen in TPC format: AnmtdSwpScrn
# Final Remarks #
This attempt were much inspired by Sith Holocron's "Swoop Monitors Replacement Pack" as without the said mod, it wouldn't go anywhere than just a mere idea. I learned a lot from his texture and TXI's setup so- lots of credits pretty much addressed to SH and his work!
Critiques, comments, suggestions, questions and any feedbacks for the next update are very much appreciated- just PM me or write a public message on my feed. And thank you! for downloading, and playing this mod.
Hope you enjoy the mod as much as I do!
Installation: Copy-Paste all the included files to the 'Override' folder. Overwrite when prompted.
Uninstallation: Remove the said files from the 'Override' folder.
Redistribution: You can redistribute this mod or re-release it on any website; you don't have to ask for permission, but I do appreciate all the kind intention. Also, if you are planning to use the assets from this mod to a mod you will be developing, don't forget to give credits to BioWare, Obsidian Entertainment, and LucasArts as inside this mode are their base assets. Anyways, credit to me is always a welcome, welcome.
Credits:
Fred Tetra for the 'amazing' KotOR Tool
Chuck Chargin Jr./ndix UR for MDLOps
bead-v for MDLedit
ndix UR for tga2tpc
Elwood288 for without his porting discussion I'd have no idea of what I'm doing
Sith Holocron for his awesome tons-of-frames' "Swoop Monitors Replacement Pack" which have been the guidance on setting-up the animation et all
DeadlyStream for updating the porting policy
DarthParametric, Dark Hope, VarsityPuppet, redrob41, Sithspecter, DeadMan, JCarter426, Kexikus and Salk for being inspirational
BioWare, Obsidian Entertainment and LucasArts for K1 and TSL
All streamers on DeadlyStream
All modders either active or inactive
DeadlyStream for a place to hangout and to discuss
-eb

The archive contains 2 textures: the texture of the woman's form and the shape of the man. The resolution of the textures is 2048X2048. This resolution allows you to carefully draw each piece of equipment. Attention was paid to everything: rivets, buckles, shadows, cloth, chevrons. Enjoy.

This mod adds the head model of the Jedi Knight companion Kira Carsen from The Old Republic MMO, ported to TSL as a selectable player head for female characters. TOR uses the same base head mesh for Kira and Meetra Surik, so this was basically a two-for-one deal since the most difficult part is reskinning the face.
A few notes:
While aligned as closely as possible, the neckline probably won't match perfectly. Expect some visible gaps on body models that don't hide the join.
The TOR head models use separate textures for the face, eyes, and hair. In order to allow for DS transitions, these had to be merged together (and the UVs adjusted to match). The eyes are the big loser in this. They went from having their own dedicated 256x256 texture to being shrunk down to a corner where they could be squeezed in.
An additional consequence of the texture merge is no normal maps, due to the hair requiring alpha masking.
TOR heavily relies on tint mapping textures for variation - skin tone, hair colour, eye colour, etc. Unfortunately, while the tint colours are available in the material files, the specifics of their shaders are currently unknown to me, so the best I can do is experiment with various blend modes to approximate the look. It may require some further experimentation and kludging.
Not even having specularity, much less the advanced (by comparison) graphical features of TOR, expect textures to look pretty flat by comparison to the originals.
KOTOR has a maximum bone limit per mesh of 16. This creates a problem for TOR meshes, as adding the eyelids to the face bone array pushes that to 18. I had to drop 2 bones to make it work. I chose the two nose corner bones, as they seemed the least important. I don't know what effect this may have on various facial animations though.
The hair meshes are currently completely rigid. Possibly I may add a danglymesh version in a future update.
Dark Side transitions are included, but they are relatively mild. I'm not a big fan of the zombie look.
Installation
If you are using TSLRCM or the hybrid TSLRCM + M4-78 from the Steam Workshop, make sure to choose its Workshop folder as the installation location, not the main game folder.
Acknowledgements:
Original models and textures ported from The Old Republic MMO
Thanks to @bead-v for KOTORMax and MDLEdit
Thanks to @ndix UR for TGA2TPC
Thanks to zaramot on the Xentax forums for the TOR GR2 Max import script

Feel free to edit and reuse the textures. No need to contact me for any permissions (for distributing or editing these files).
Worked on animation Sith Holocron. The resolution of the texture is 8192x2048. I tried to draw each element of the texture in accordance with the original.

This mod adds a new type of stimulant item that will remove status effects applied to the user. There is a bug with the game that in some instances causes effects such as Slow to be applied to the player/party (semi-)permanently, with no practical in-game way to remove them.
To use, simply add the "Cup of Caf" item (g_i_adrnaline025) to your inventory via KSE or console command. It will appear in the GUI alongside other stimulants like adrenals and is used in the same manner. Each item is single use and will remove ALL status effects currently applied to the user. This includes both positive and negative effects, so take care when you use it. It is intended as more of last resort bug fix item than for general use.
The droid-specifc companion mod, Droid Oil Bath, is available here.
Known Issues:
Uses the "inject into thigh" animation like all stims/meds. I did attempt to disable that, but I suspect it is hardcoded.
Acknowledgements:
Thanks to @JCarter426 for pointing out the cause of the bug and coming up with the original script fix
Cup image/icon modified from "Coffee cappuccino cup" by PikWizard
Gulp sound effect modified from "gulping and drinking_1-2" by schatzl03 / Freesound

Have mercy on me, O God, according to your unfailing love; according to your great compassion blot out my transgressions. Wash away all my iniquity and cleanse me from my sin. Psalm 51:1-2
Spectral Ajunta Pall Canonical Appearance
DESCRIPTION:
This mod replaces the silly, non-intimidating Dark Jedi Ajunta Pall with a scarier, more canon-accurate version. His weak gentle voice has been tweaked too so he is a little more intimidating.
INSTALLATION:
- Use the TSLPatcher and select the install option
UNINSTALLATION:
- Run the TSLPatcher with the uninstall option
- Delete these files from override:
-- p_ajuntah.tpc
-- p_ajuntabb.mdl
-- p_ajuntabb.mdx
-- p_ajuntab.tpc
-- p_ajunta.tpc
-- kor37_freedon.utc
-- ajunta_mask.tpc
-- ajunta_maskb.tpc
CREDITS:
- Bead-V and ndix-ur for their work on mdledit/mdlops
- Fred Tetra + KOTOR TOOL
- Obsidian, Bioware and the Odyssey Engine
- The DeadlyStream Community who has been around all of these years
- Jesus Christ, My Lord and Savior. For everyone who calls on the name of the Lord will be saved.

So the new site skin seems very phone-centric. All the headings and text are big and chunky, presumably for touch navigation. There doesn't appear to be any provision to change scales or widths in user settings. Switching to the default theme does make a minor improvement (including putting downloads on the navigation bar instead of burying it in a drop-down), but Jesus, the blinding whiteness of it. Are there any plans for more desktop-friendly themes/layouts in the future?
Edit: Btw, I find the "someone reacted to your post" message unintentionally hilarious. The first time I saw it I imagined the reaction was Tyvokka's eye twitching.

Throughout KOTOR 1 there are many models that are "lite" versions. Low-poly and low-res textures in order to help older computers. Since most computers can handle it fine now, this mod upgrades all possible lite models to full-res models/textures. (There are a few models that only have "lite" versions, and obviously nothing can be done).
Here's a list of all the models affected by this mod:
All Lite Commoner models (22 in total)
Lite Jawa
Lite Protocol Droid 01
Lite Protocol Droid 02 (No new model, but an upgraded texture)
Lite Rakata 01
Lite Republic Officer Male White
Lite Republic Officer Female White
Lite Selkath 01
Lite Sith Female Officer
Lite Sith Male Officer
Lite Sith Soldier
Lite Swoop Gang 01
Lite Twilek Female
Lite Twilek Male
Lite Wookie Male
Lite Wookie Female
Note: if you're planning to use the Sith Soldier Texture Restoration alternate installation, install this mod first.
Recommended mods:
JC's Dense Aliens for K1 - ports a couple of the full-res models from K2 into the Lite models of K1.
High Quality Spaceman - Improves the texture of the lite spaceman model
I give permission to anybody to do whatever they like with this mod, with or without credit (but I mean c'mon...cool internet points, right guys?)